Ok, I haven't played since the latest patch, but bear with me. Some games, I start normally. I play for a while, when I notice something strange. The offhand cities have a higher production rate than my capital, and this isn't a minor Fortress vs Town difference. I take a closer look, and see that my capital has a massive amount of unrest. Examine closer, and for some unexplainable reason, my own capital has the occupation unrest penalty attached to it? As of now
Ekimmak
I'd like it if Kraxis would stop paying small, almost dead factions to declare war on me, when it's quite obvious who's doing the paying, I've never even seen said faction, and am more than capable of crushing him.
I found the autoresolve was a bit glitched, but haven't played the latest version. I do recall that when I looked at the details, impale was hitting EVERY unit in my army, dealing much greater damage than it would have if I controlled the battlefield. I can only assume that any attack with more than one tile affected has the same problem, it assumes that the unit was in the perfect position to use the skill, despite the fact that such a situation is impossible
I'm still trying to figure out the lore reason for dancing with dragons, and dragon camps. And how you're supposed to create units that aren't dragons that can even hope to survive against most of what's running around. LH has not been that fun an experience for me.
It does seem like a bit of an exploit. A defender I recruited had obsidian guard I, and I was able to go straight for obsidian guard II and III, but if I want to get the resistance to fire or ice, I have to go back to the beginning and get it there, so maybe it balances out?
I seem to recall being unable to train mages. I checked the technology, saw it wasn't researched, and set it as my next research. Many turns later, I had forgotten about it, and went to train mages... and I couldn't. I checked the research, saw it was there this time, went back, and found the mages in the middle of the stack, where I wasn't expecting them. Be sure to check the list carefully, it's easy to miss them when they dress up like everyone else.
Chances are it was a runaway monster. I spent a lot of time waiting at the swamp edge, chasing off anyone who got too close, while I researched troops strong enough to survive. I had fenced off the south area, but it's possible that someone wandered north and out of reach. What confused me was that the quest text said that I had to heal the land, but I couldn't see any way to do it, and I had killed the main monster. Killing all the little monsters as well doesn't seem to connect.
Everything I'd want to know about a hero is already displayed. Possible spells, what skill tree they're in, and whether they come with a mount or not.
Giant scorpions, ice dragons and evil trees
@mqpiffle Well, damn, that's annoying. But I seem to recall a lot of seasons going past before I saw the build announcement. Is there anyone that confirm that Capitar are or aren't able to build Merchantcross Bazaar? I could have sworn I was the first to make it to that research.
Forgive me if I'm getting the name wrong, but I can't be bothered looking up the proper spelling. I quite like the capitar kingdom, and created a custom sovereign for my third play of FE:LH. I normally rush straight into the civilization techs, to try and get as many world achievements as possible. Which is when I noticed something odd. I had researched the technology for the Merchantcross Bazaar, but it wasn't turning up in build options. I had built a conclave, and a for
The wildland I couldn't clear was the poisoned swamp. The quest said to 'heal the diseased land', but I couldn't see any way to do that, and had killed all the monsters and looted all the huts. The spell that I thought might do the trick couldn't be cast in their territory. So, how are you supposed to claim those wildlands?
[quote who="abob101" reply="55" id="3342934"] @Ekimmak - regarding killing those big nasties.... not sure a forest drake should give you all that much trouble... but in any case, my take on that would be... that's what heroes are for. Unfortunately the level up rate is so slow that currently the heroes become rather underwhelming. But it would be nice if the best tool for taking out that big nasty was a "legendary" hero. Not sure how to achieve that exactly. B
Ah, chances are that was what happened.
You have to kill the boss to clear it? I've had wildlands that I completely empty, and yet they still stay hostile to any form of settlement.
It really doesn't help that some maps have extremely cramped battlefields, and injured units seem to end up on the front lines quite often. I've had cases where injured units are trapped between their own forces and the enemy. It gets even worse when they have the same initiative, but the injured units move after the healthy. This means that your healthy units spend the turn defending, the injured spend the turn retreating, and the enemy gets another free attack.
[quote who="abob101" reply="50" id="3342675"] Me thinks DsRaider and Spitzvogel are making excellent points here. Impulsive and Charge are clearly overpowered. It's worse when you get them from Fortresses. I think it would be great to see less 1 short kills. So whatever the best way to achieve that is... making scaling back weapon damage I dunno. [/quote] I really have to argue against this, simply because I need it to ki
About the only race where I've found archers to be useless, is the Magnar (I think). They use slaves as the default race for their archers, meaning that they won't be able to get a hit in before the enemy puts up a defensive stance. Training them at a fortress with the Impulsive Trait on training cured this. All other times, as long as my archers get the first hit in, they've already won half the battle.
Actually, I find that the issue with heroes isn't how easy it is to get them. Fame increases so slowly that it takes a lot of time to get any of them. The problem is, that it takes too much effort to make them any use. To get them halfway decent equipment is going to cost a lot of gildar. Gildar that's being spent paying unit wages, treaties, and rushing improvements. Stuff you find isn't guaranteed to be of any use, so you've got to spend that pre
I think there's also the Infirmary, a tier 3 fortress that supposedly increases healing. Can't remember whether that was changed to the trained unit health bonus, or is included with the bonus. And there's healer, a defender champion skill, that increases an army's healing rate. Those are two other methods I know of.
[quote who="Derek Paxton" reply="4" id="3341653"] Yeah, I've fixed the ice spear. I went back and forth on the magic staves, whether to break them out into fire staff and ice staff lines, or leave them together. Its just an xml difference, no code is required. I'll have to think about it.[/quote] You could make them in the same category, but there's two instead of one, one that says "upgrade fire staff" and
[quote who="ben_sphynx" reply="17" id="3337029"] If there is unclaimed loot in the square you are fighting over, and you win the fight and the square is now empty, you should get the loot. No need to move into the square, but you should be able to collect the spoils of war after the fight.[/quote] This happened to me. Rounded up my forces, but they only made a strong army. Saw a deadly monster army. Took them on. Actually won. Next turn, a nearby empire had moved into
I use high tower for connecting cities when I need to. I use warden a lot, because I like to keep monsters out of my territory. The armoury and such I install when I want to pull off a tricky fight early, as every little bit helps. I've begun using consulate more often, because city growth seems to slow down quite a bit in the later game. Caltrops, only if I expect it to hold people up long enough for me to get some of my troops there to intercept them. Stables, on any trade route,
No, I think they just don't have Sovereign units of their own, so they can't be played. You can use create character on the character select screen to create sovereigns for them, and then play those empires, if you want.
Maybe it's for the same reason they could raze instantly instead of waiting five turns, it's all in the UI, which they ignore.